Topic: Role Specialization

IC has evolved into a game in which success depends on a family of highly specialized roles, to the extent that family set ups often look very similar to eachother because there is a very clear formula to follow when setting up a family at BOR.  SS players are often disliked and seen as not being part of the team simply because they want to deviate from the standard race distribution.

Should we put effort into changing this?  Before we can address any specific ideas, we need to consider the following:

Is the current high degree of specialization part of what keeps the game enjoyable despite its declining numbers, or if this is actually part of the cause of the declining numbers?

What do you guys think?

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2 (edited by ]PW[ Forever 11-Mar-2013 20:41:52)

Re: Role Specialization

Voted, probably be you and I plus maybe a couple others voting, as usual smile Could get lucky this time though and more than that will vote, could be easier to put it on our HQ pages for a couple of days? More people would read and vote imo.

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Re: Role Specialization

The specialization comes from this being a "team" game. If Imperial Conflict isn't meant to be a "team" game then why do we play as "families"? As a family of individuals everyone is going to be competing with one another instead of cooperating. The family setup along with the ability of having an alliance with another family kind of suggests that cooperation with individuals is key, so why would everyone build/do the exact same thing/job as everyone else in their family, that wouldn't be very economical IMO & a waste of resources. If you're better at some aspects than others, then you are more likely to specialise in a "team" setup.

Just saying!

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Re: Role Specialization

SS players are often disliked and seen as not being part of the team simply because they want to deviate from the standard race

i dont agree with that, SS are not disliked because of what race they take, its the fact most dont play a part within the family, as in aiding in, communicating ect.

Re: Role Specialization

Wendy and Lee are both correct.

I proposed awhile back, creating sub roles for each player. When the join a family, they choose their race and also their role. These role options (banker, attacker, resourcer, special operations manager) would give bonus attributes in addition to their race.

Would a rev take a banker role to get the extra income/pop growth? Sure. But SS players could also take a combination to help make themselves more useful to their family, and yet still be able to play on their own terms.

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Re: Role Specialization

What if somebody wants to do a bit of everything?  While this is currently possible through the race customization, it is still highly discouraged by most players.  Not necessarily because it is inefficient (although it is) but more so because too much rides of filling out the fam's ratio correctly.  The game should support this kind of thing more than it currently does, because 1) not everybody can be active enough to be hyper specialized and 2) some people land in crappy families where they're the only ones doing any work.

I think specialization isn't necessarily a bad thing.  In fact it is a very good thing.  However, I think IC is currently far too weighted in the practice.  Specialization does not necessarily equate to teamwork.  Indeed Wendy and Lee are both right that this is a team game and non-team players will be disliked for not being team players.  However, that doesn't mean that this will change if the need to be highly specialized is reduced.

We should indeed reward teamwork.  However, we should also allow individual players to be more effective on their own.  The two can co-exist.  Right now, we are punishing players who depend too much on a system that requires a very specific formula to be successful.  We are punishing players who are incredibly active but stuck in families where they are dependent on people less interested in the game.  I think this is a very unfortunate thing, and part of the reason that people leave.

A family that plays as a team will still be rewarded and successful by the nature of teamwork and activity.  They don't need the current degree of specialization for this to be true.  We need to figure out how to make the game less frustrating for everybody, and that very much includes single active people who happen to be stuck in crappy families.  Reducing the necessity of specialization (which is another way to say, increasing support for self sufficiency) could be a step in the right direction.


Why shouldn't a player be allowed to be self sufficient, but still a team player, but not dependent on anybody else to be effective?  The current game makes this incredibly difficult if not impossible.

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Re: Role Specialization

~*Pinwheel Forever*~ wrote:

could be easier to put it on our HQ pages for a couple of days? More people would read and vote imo.

I'd support this.

And I'd especially interested what the Orion players think abou it.

[TI] Wendy wrote:

As a family of individuals everyone is going to be competing with one another instead of cooperating.

Less specialization does not automatically mean that you aren't playing as a team.

What I really dislike about the high specialzation: it's dull.
Most players here (who are left) are quite experienced and have tried several "roles" but imagine you are new and for a whole round, a quarter year, you aren't really "allowed" to attack because it doesn't fit your role or you are only allowed to make some retakes? You miss most of the game. Especially finding the balance and timing what to do and when.

Orion is so much fun because you need a whole-game strat and setup, starting with a solid race design which again is depended on the setup of the round and your style of playing. It's also fun because it's a true contest of who is the best overall gamer here who can juggle with economics as well as with attacking.

The high specialization takes a lot away.

And the most ironic thing is that it was the introduction of morale who started the high specialization because the player found a way to get around it... unfortunately there was only one programmer for IC and he lacked the time, needed to earn money bcause IC couldn't provide a living and thus the always needed adjustments and developments in a strategy MMPOG weren't done for long time. The game stagnated and degenerated until it was no more fun for new players.

After all, it's a really daunting task for game developers in a long running game to balance the needs of "old" players and new ones.

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Re: Role Specialization

Refer my posts here:

http://imperialconflict.com/forum/viewt … 3#p1636453
http://imperialconflict.com/forum/viewt … 7#p1637007

Role specialisation in its current form, is definitely the most efficient way to do things.  eg:
3 SS players vs 1 Banker, 1 Resourcer, 1 Attacker - you'll be able to get maximum efficiency from the specialised roles.  This is why the game has evolved into team and now Fam bank styles of play.

However!  This has been, imo, the reason why IC has degraded.  Too many people are now no longer responsible for enough, and then this is a quick way to lose interest.

In my posts above, I've spoken about how people need to be responsible for their own empires.  Relying on only 1-2 people in a fam to set direction and tell you what to do, has hurt IC in the long run, imo.

So yep, role specialization imo needs to go.  And this is why I talk about a main galaxy incorporating SS play for everyone in a fam.  Easiest way (imo) to implement this in the short term, would be to have a gal like Pinwheel or Milky Way, with settings as normal, but just disable aid between empires and disable the market.  This way, you are tasked with fighting as well as infra on your own.  Take some iniatiaves, work as a team still, and have more control over the way you run your own empire.

Re: Role Specialization

Maybe this Galaxy you can only use Custom Races, with extra race points.

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Re: Role Specialization

Altruist wrote:

imagine you are new and for a whole round, a quarter year, you aren't really "allowed" to attack because it doesn't fit your role or you are only allowed to make some retakes? You miss most of the game. Especially finding the balance and timing what to do and when.

This is incredibly important, and I fear we aren't seeing the urgency of this problem.  We've retained many of the same players over the years and I worry that we often think in terms of what is good for "the players" meaning the current playerbase vs what is good for "the game" meaning potential new players as well.

It's very hard to keep people interested, especially with so many alternatives available for people to spend their time.  We need to take a hard look at ourselves and think about things from a new player's perspective rather than just what we are used to.


Torqez wrote:

However!  This has been, imo, the reason why IC has degraded.  Too many people are now no longer responsible for enough, and then this is a quick way to lose interest.

In my posts above, I've spoken about how people need to be responsible for their own empires.  Relying on only 1-2 people in a fam to set direction and tell you what to do, has hurt IC in the long run, imo.

This is another great point.  Without sounding unfairly critical, my current family in MW is very dependent on me as the leader to coordinate planet trades, infra jumps, fleet ratios, and pretty much just telling everybody what to do.  This sucks because 1) it's quite a bit of tedious and mindless work but more importantly 2) it enables people to be lazy.

I can't entirely blame any one of my family members for losing interest because if somebody else needs to take charge to coordinate such formulaic strategies, what is really left for them to do?  At best you'll get a few people interested in spread expansion strategies or war planning, but really so much of the game is logging in, saying "what are you building?" and then just coordinating aid to get people to a specific OB%.  It's incredibly boring, and places too much responsibility on too few players.

Torqez used a word in another thread that I very much liked: "empower".  I think if we could find a way to further empower individual empires we could make a more rewarding experience for current players and new players alike.  That translates very directly into more competition, and therefore a livlier game.

Without getting too specific into ideas (not the point of this thread) I do want to also point out that there is more to this than just race.  There is no limit to the way we can affect this part of the game's balance.  As an example, the other day I needed something as simple as a "check allies" spell but my only player who had that wasn't going to be online for several hours.  How frustrating that something so trivial impacted my ability to coordinate a proper defensive strategy.  Things like this honestly make me feel like I'm wasting my time.

Why shouldn't we for instance, have a "mercenary ops" market?  Again, this is just an example of how to empower individual players.  That idea may or may not be a good one (I personally like it) but the point is there is more to this than just race stats.

I think Altruist is putting it in a good way: we should ask ourselves what it means for a new player to commit to a new game for an entire 3 months.  How limited are they currently, and why should it remain so?

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11 (edited by The Yell 16-Mar-2013 06:03:15)

Re: Role Specialization

You could create unlockable bonuses for performance ingame that encourage "crosstraining".

Conquer planets and get a reduction in decay of resources per turn.
Pull off special ops missions and your building maintenance costs go down.
Transfer enough resources and get a combat forces bonus.
These would be forfeit through inactivity- failing to log on regularly - or mods could remove them for bad behavior.

That way all things being equal a player who comes on every day and opens himself to the full experience of gameplay will eventually become a "better" player than a guy who logs in every few days to do one role.

The bonuses would expire with the round so you can't rest on your laurels.

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Re: Role Specialization

That sounds like it work well with the achievement system we've discussed elsewhere.

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Re: Role Specialization

Reduce all custom races in 'power'. Reduce points and maximums for custom races.

Eg Wardancers get 40% to attack and the highest income bonus you can get is 30%.

Use part of the idea from Chris where activity gives you some of your bonuses back and then also use the 'role' option to give specific bonuses as proposed above.


Then an active Revalon POP BANKER would gain +10% popgrowth, income, and tax office efficiency for activity and 10% popgrowth, income, and tax office efficiency forthe Pop Banker status (activity bonuses tied to role bonuses)

Also have this affect morale, ops, and defense bonuses. Your morale is normally capped at 50% unless you are logging in 4+ times daily... this would reduce the number of inactive attackers. Ops are set at 3 max unless you are logging in frequently daily would also remove some multi accounts from happening as the idea is to start, save, then op.... 3 ops makes it so there is not enough pay off from inactive multi accounts.

Finally to reduce one form of cheating... if less than 20 players are 'logged on' the market incures a 10% extra cost to cover the slowdown, which would stop illegal market alliance aiding pretty much cold.

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Re: Role Specialization

My opinion: make custom rase points 200.
and I would take part in galaxy where you are on your own and family like your aliances.
Team work i like too.

sensor

Re: Role Specialization

I like a lot of the ideas in here. I also disagree with the vote. One option is to keep role specialization, and one option is to reduce it's dependency. Why not open up for more different kinds of roles and thus making a larger variety of possible strategies? This could make for some really interesting changes in the metagame.

The balancing would be a lot of work, but in the end it might be worth it.

Re: Role Specialization

I am glad you guys finally figured out one of the biggest reasons behind the demise of this game, albeit years after it was identified. Better late than never I guess.

To the game administration, I suggest you go through the old think tank forums. You will find some useful literature on this particular issue as well as ideas on how to move (or jump) towards an SS style of play.

For the doubters, just consider this 1 simple fact:
Back when everyone played SS, IC had 10k empires
Post specialization of roles it declined to a few hundreds. Today we have what ~100-200 empires?

Teamwork is great as long as its limited to the maps page and not allowed onto the planets page.

Re: Role Specialization

Jaguar wrote:

Back when everyone played SS, IC had 10k empires
Post specialization of roles it declined to a few hundreds. Today we have what ~100-200 empires?

But those 100-200 remaining are fierce and fanatic role specialists and prefer to play in a very hierarchical organisation.

Jaguar wrote:

Teamwork is great as long as its limited to the maps page and not allowed onto the planets page.

Well phrased.

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Re: Role Specialization

Okay, so what's your guys' proposed solution?

Here's mine:

Torqez wrote:

Easiest way (imo) to implement this in the short term, would be to have a gal like Pinwheel or Milky Way, with settings as normal, but just disable aid between empires and disable the market.  This way, you are tasked with fighting as well as infra on your own.  Take some iniatiaves, work as a team still, and have more control over the way you run your own empire.

Re: Role Specialization

what are you going to compare it to?

fourdb

Re: Role Specialization

Torqez wrote:

Okay, so what's your guys' proposed solution?

Here's mine:

Torqez wrote:

Easiest way (imo) to implement this in the short term, would be to have a gal like Pinwheel or Milky Way, with settings as normal, but just disable aid between empires and disable the market.  This way, you are tasked with fighting as well as infra on your own.  Take some iniatiaves, work as a team still, and have more control over the way you run your own empire.

So those who coordinate real well would still rock this.

I could gamethis so muchTorqez.....

Only pop banking would die

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Re: Role Specialization

Any 'specialization' will not do well.  That's kinda the point...

Re: Role Specialization

Your missing my point.

3 players portal a system, they make a crap ton of lasers on all planets in there.

The system can be iron, endu, gc, octo, or food...


Swap as needed


The advantages: Less Empire Build Costs, specialization can still work, lack of growth forothers means your top dog

The disadvantages: more naps required, less total fighting, more total infrawhoring

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Re: Role Specialization

Great, it means all players are doing something.  And when someone comes to attack them, they'll all be having to do something.

Sharing planets isn't a new tactic - we've had no aid galaxy before, and this was done.  Build for someone else and pass them on.  But ultimately the point is you become responsible for your own empire through ensuring you have the production, protection and capabilities to either attack or defend for yourself.

Strategies will no doubt evolve - that's also something we need in IC.  New strategies.

Re: Role Specialization

If you want to change the game this is a bad direction imho.

Make it so only top level players do well at first and you cut out the weak.

Instead look for something that helps the new be equal to the old

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Re: Role Specialization

The problem right now is that in many families there are only 2-3 players who actually PLAY the game. The others are being micromanaged to such a level that they only come online to follow instructions then log off. That's not fun for a new player, nor really for an old one.

As Torqez says, we need to make more interactions for the players to do, or set up the game so the player has to be involved in more of the current interactions.